The mod is dedicated to anyone who loves TF2 and Minecraft just like me. The mod will also satisfy users who want more balanced guns.

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New in 1.1:

Contracts

New weapons:

Direct Hit

Rocket Jumper

Force-A-Nature

Phlogistinator

Scottish Resistance

Sticky Jumper

Rescue Ranger

Tomislav

Huo-Long Heater

Crusaders' Crossbow

Ambassador

Machina

The mod for Minecraft 1.7.10 is outdated

Mann Co. Store

Here is the place where you can join a team, buy a weapon (using australium) and upgrade it (using experience).

It can be found in any village.

Contracts

Provided that after joining a team you kill at least 5 mercenaries, you gain access to contracts once each in-game week. Finish those to gain rare items like keys or australium bars. Most contracts have objectives that can only be completed using certain weapons.

Mobs

Mobs
from this mod start appearing after the end of first night, then, for 15 days, their spawn rate increase. Currently they will not attack mobs on opposite side (unless spawned by egg). They will not attack unassigned players to any team.

All these mobs have a chance to drop a scrap metal, ammo and weapons.

Trading:

After joining a team (In Mann Co. store), you can start trading with your teammates (mobs) by right clicking on them.

Heavy:

Health: 15 hearts

He can deal massive amount of damage with his minigun if you come too close.

Extra drops:

Bonk

Scout:

Health: 7.5 hearts

He will jump over you and try to dodge your attacks

Extra drops:

Bonk! atomic punch

Sniper:

Health: 7.5 hearts

Demoman:

Health: 9.25 hearts

Soldier:

Health: 10 hearts

Pyro:

Health: 9.25 hearts

Medic:

Health: 8.5 hearts

Drops:

15% chance to drop syringe gun

8% chance to drop medigun

Spy:

Health: 7.5 hearts

He can become invisible and stab you from behind

Extra drops:

Disguise kit

Sapper

Invis watch

Engineer:

Health: 7.5 hearts

He can build sentries to protect himself

Extra drops:

Sentry, dispenser or teleporter box

Buildings

Building boxes can be crafted from crafting station or found from dead engineers.

Upgrading buildings requires metal from dispenser or iron bars, and is done by smashing your sentry with a wrench.

Sentry:

Applies significant knockback and deals 3.2 hearts damage per second to enemy mobs, or any player that hurts the owner

Dispenser:

Teleporter:

Allows quick travel. One player can build up to 64 teleport exits; channel is configurable by right clicking the teleporter.

Weapons

To fire weapons, you need to hold left mouse button. Critical hit system is similar to that one from TF2

Ammo
is required to fire a weapon in survival mode. It can be crafted in crafting station, or collected from mobs. To increase ammo capability craft an ammo belt and put it in special slot, accessible by right clicking the belt.

Some of the mod's weapons:

Minigun:

Right click to wind up

Damage:

close: 10-25 hearts per second (27-54 critical)

far: 1-4 hearts per second (6-13 critical)

Scattergun:

Damage:

close: 2-5 hearts per shot (7-9 critical)

far: 0.5-2 hearts per shot (2-4 critical)

Pistol:

Damage:

close: 1-2 hearts per shot (2 critical)

far: 0.5-1 hearts per shot (2 critical)

Shotgun:

Damage:

close: 2-4.5 hearts per shot (7-9 critical)

far: 0.5-2 hearts per shot (2-4 critical)

Sniper Rifle:

Damage:

Uncharged: 2.5 hearts per shot

Charged: up to 7.5 (22.5 headshot) hearts per shot

SMG:

Damage:

close: 2-5 hearts per second (12 critical)

far: 1-2 hearts per second (6-12 critical)

Rocket Launcher:

Damage on direct hit:

close: 4.5-5.5 hearts per shot (13.5 critical)

far: 2.25-3.25 hearts per shot (13.5 critical)

Grenade Launcher:

Damage:

direct hit: 5 hearts (15 critical)

explode on timer: 2-3.2 hearts (6-9.6 critical)

Flame Thrower:

Right click to airblast projectiles and mobs.

Damage:

close: 6-7.2 hearts per second (18-21.6 critical)

at max range: 4.6 hearts per second (13.8 critical)

Medigun:

Right click to activate ubercharge

Heal:

0-10 seconds after receiving damage: 1.2 hearts per second

15 seconds after receiving damage: 3.6 hearts per second

Syringe Gun:

Damage:

close: 5.5-6 hearts per second (15 critical)

far: 3.5-5 hearts per shot (15 critical)

Revolver:

Damage:

close: 2-3 hearts per second (6 critical)

far: 1-1.5 hearts per shot (6 critical)

Wrench:

Holds up to 200 metal, standing near dispensers fills the metal meter.

Sapper:

Flare gun:

Wrangler:

Takes control of the nearest sentry, doubling fire rate and reducing damage received by 50%.

Frying Pan:

Makes a lot of noise.

Damage:

3.25 hearts per swing (9.75 critical)

Bottle:

Damage:

3.25 hearts per swing (9.75 critical)

Market Gardener:

When rocket jumping, deals critical damage

Damage:

3.25 hearts per swing (9.75 critical)

Axtinguisher:

Crits when the enemy is on fire

Damage:

3.25 hearts per swing (9.75 critical)

Bushwacka:

Crits when it should normally mini-crit. -2 hearts when held.

Damage:

3.25 hearts per swing (9.75 critical)

Sandman:

Right mouse button launches a ball can stun opponents. -1.5 hearts when held

Damage:

1.75 hearts per swing (5.25 critical)

Crafting:

In
order to craft TF2 weapons and items, you need a special crafting station, which can be done by combining iron block, crafting table and scrap metal

All recipes are listed in the GUI:

Australium block, ingot and nugget recipes:

Metal can be smelt into iron bars:

Ammo belt and cosmetic inventory:

By right-clicking a hat, ammo or ammo belt, a special inventory window appears.

Hats placed in cosmetic slots does not drop on death.

When anything is placed in the inventory, a "W" button will appear at the top of the GUI

Extras:

New ores:

From left - copper, lead and australium

Copper
and lead only generates if there is no other mod that could generate these ores. Copper and lead are crafting ingredients for making bullets.
Australium is used as currency in Mann Co. Store and to create australium - quality weapons as well.

Give weapon:

/giveweapon is a command that gives the specified weapon to the player, with additional attributes.